Chris, Could you elaborate on your rules for generating repair points? RickMessage 1 of 2 , Feb 10, 2001View SourceChris,
Could you elaborate on your rules for generating repair points?
> What I want to do one of these years at a convention is to get together
> about a dozen players, split them into 2-or-more-person teams, and run a
> 24-hour event -- that is, 24 hours *real* time. There would be a time
> limit to accomplish moves (to forestall sandbagging), some extra dice so
> more than one person can move (assuming same would not affect movement
> order, etc.), and use my rule for "generating" repair points.
> At the clinic, they said I was maaaaaaaaaaaaaad.... :)
> > Any suggestions?
> See earlier.
... Simplicity in itself: A car begins the enduro with 20 build points. Every time it crosses the Start/Finish line (including the time it crosses at the veryMessage 1 of 2 , Feb 10, 2001View SourceRick Rockett wrote:
> Could you elaborate on your rules for generating repair points?Simplicity in itself:
A car begins the enduro with 20 build points. Every time it crosses the
Start/Finish line (including the time it crosses at the very start of
the race), or every time it enters pit lane (for those occasions it
needs to enter pit lane), it earns one Repair Point. A car may acquire
as many RP as it wishes. RP are used as per the rules. As the points are
acquired "instantly" (that is, the moment the car fulfills the para-
meters for earning one), a unit may use an RP that it earned that turn;
that is, if a car with 3 RP enters pit lane and ends its turn in its pit
stall, it may use 4 RP to fix itself. Note that a car on pit lane does
not physcially cross the S/F line, so may not accrue 2 RP in a lap. Note
as well that if a track has two or more possible S/F lines or pit lanes,
only one may be used to generate RP. In short, a car may only receive 1
RP per lap started.